Now I’m not exactly sure how kills are recorded but if its the person who removes the last remaining hp of an enemy that gets ‘the kill’ then I’d love for it to account for whoever did the most damage to the enemy too… So they both get the kill (or just the person who inflicted the most damage).
Damn frustrating when you’ve spent all your lone efforts pulverizing an enemy/enemies onto the doorstep of death only for someone to swan in with a single light attack and get announced as the champion killer.
Given how frantic the game is then I realise there’s no real stopping this happening through player interaction… So a way for it to register the hp attack in a fairer way could be interesting. Just a thought.
This has been an issue for me but for different reasons: a lot of gameplay mechanics are tied to kill credit too. Many important talents, buffs, toughness restoring effects only proc from the lasthit. So when a player “has your back” by shooting at the stuff you’re swinging at in melee he’s actually denying you all your talent effects.
This is especially a very blatant issue when playing melee Ogryn when people won’t stop shooting the things you’re swinging at. You need to be hitting stuff with heavy attacks to restore toughness to survive ranged enemies, which a teammate can completely deny you from doing, effectively getting you killed.
I think it goes without saying that this kind of design is counterintuitive in what is supposed to be a team game with emphasis on cooperation. I often find myself intentionally avoiding my team so I can consistently proc these effects
This is a non issue.
If you deal the most damage to an enemy, you are also most likely to get the kill on that enemy.
Sometimes a kill is „stolen“ from you, sometimes you „steal“ a kill. It evens out.
There is no shortage of enemies to kill and enemies die fairly quickly.
There is no on kill effect that is so significant that it effectively snowballs your damage output.
So if you consistently have issues with getting a kill for your talent/blessing proc, i would say that it is a skill issue.
Some things trigger on hit, not on kill. So should you also get a hit counted, when you miss your swing/shot, due to someone else having killed the target just before you could hit it? The other player „stole“ that hit after all.
This has nothing to do with last hits/kills.
Toughness from heavy attacks is only about hitting.
How do you know that? If a buff requires you kill 3 enemies with a single swing then surely it counts for the last hit on the enemy. Surely there are loads of buffs that need kills to action.
Yes. But the guy was talking about getting toughness via heavy attacks on the ogryn.
There are two ways to gain toughness via heavy attacks specifically.
Both are from talents.
hit a single enemy with a heavy attack
hit multiple (more than 2) enemies with a heavy attack
Thanks to the citation, you can see that i responded to the other guy, wo was talking about getting toughness from heavy attacks as ogryn.
The guy found that teammates killing enemies, was a blatant issue as melee ogryn.
I responded to that, that this specific way of regenerating toughness, does not rely on the ogryn getting kills, but does require you to get hits.
As you can see above, these two sentences from my side, were my response to the other guy.
This specific issue (toughness from heavy attacks, as an ogryn) has nothing to do with last hits or kills. Because the toughness that ogryn restore via heavy attacks is NOT tied to getting kills, but getting hits.
Since you are asking me “How do you know that?” while citing these two specific statements, i have to deduce that your question is in regard to the toughness from heavy attacks as ogryn.
So your question is, how do i know that the toughness regenerated by ogryn heavy attacks specifically, is not dependent on kills, but on hits.
To that, i responded that i know, because i can read descriptions (indicating that the relevant information is present in the ingame descriptions).
I also told you this:
So i already referred to the relevant talent descriptions, there.
As you can see below, the answer to your question regarding how i know that, is literally what i told you. I know because i can read descriptions. And i do read descriptions.
Here are the ingame descriptions of the two relevant talents. They both specifically state that hitting is the requirement.
I do not think it is described anywhere, but i think it is pretty self explanatory that the one who kills the enemy is the one who gets the kill.
Killing the guy means to land the last hit.
So anything that requires you to get a kill, requires you to get the last hit.
I already told you that the last hit is what determines who gets the kill:
Stealing kills isn’t a big deal in DT (was in V2), most important stuff that activates on kill are auras and some stuff activates on kill that was made in coherency anyway.
Learn all archetypes, so you know wich can struggle vs enemy types or compositions and so don’t help when there is no need
Don’t shoot mobs zealot are fighting melee especially if he lost all hp 1 second ago (let him leech), try not to shoot mobs psyker is BB-ing.
Overall just don’t annoy people killing stuff they can handle, find another target
So there is not a single buff that requires killing of enemies to trigger? I find that hard to believe but fair enough if you know that as fact. I certainly don’t have good knowledge of the buff list.
Beside the point though tbh. I’m just thinking of a fairer way to distribute a stat.
Fighting a beast of nurgle on my tod until it has 1% of health then some killjoy running in and taking the kill is a real bummer, especially on the higher difficulties where it’s taken my entire ammo etc lol. That happens a lot with the BON.
I stated that the specific case that the other guy was talking about, is not about kills.
I also said this, confirming that some things do trigger on kill:
There is no “fairer” way to distribute on kill stats, than giving the stats to the person who got the kill.
Kills take little to no time and there are plenty of enemies to kill. No need for participation trophies.
This is completely irrelevant, since there is no effect that requires a boss kill to trigger.
There is no reward for getting the last hit on a boss either.
Melk tasks that require monster kills, also do not require you to personally get the kill.
So it is 100% completely irrelevant who gets the kill on a boss.
Unless you really want the killfeed to show your name for a few seconds.
This is not supposed to insult you:
I honestly think that you have issues with understanding the meaning of the things you read (reading comprehension).
This etiquette would be awesome but let’s be real - it ain’t ever going to happen with the masses. Hense why I’m thinking of a tweak that could simply dish out kill stat to person who dealt the most damage (maybe as well as person who struck last blow).
It doesn’t effect anything in the game for anyone else but would help people on their penance and stat crusades and make things slightly less annoying.
I don’t think people look at kills stat tbh - two most important stats in Tides are dmg dealt and dmg taken.
Final blow and kill are more important in PvP, cause even on low hp high skill player can eliminate noobs, take healing and go further, so if you have high damage but low kills score it means you can loose stll.
But in a horde PvE your enemies are weaker and dumber than you, so dealing the final blow isn’t something skillfull (with exceptions like when you save your teammate from overhead), it can be some shitty dot like bleed that was a last hit, so whatever.
People do look at kill stats.
Because they tell you, how your damage was distributed.
It is certainly relevant to see if you killed a lot of specials, elites or trashmobs.
For example:
an anti horde build probably gets the highest overall damage and highest trashmob kills
a good plasmagun vet probably gets lower overall damage and kills, but will have killed most of the specialists and elites
But nobody can look at the kill stats (or damage dealt, or damage taken) in this game, without using a mod aynway.
There are scenarios in which it’d be better to “steal” a certain kill so that your ult stays up longer and there are scenarios in which it’s better to have a certain teammate get certain kills eventhough you had the opportunity to get that kill yourself.
Being aware of these scenarios is nice and a higher form of skill expression but it’s by no means needed and failing to recognize such scenarios will never lose you a match.
I personally don’t think that there is such a thing as stealing kills in DT.
It is not as relevant anymore, but i would say that consistently focusing enemies that have a blue glow around their head, would count as actual and bad kill stealing.
With some people, it was actually terrible.
They would constantly focus down your Brain Burst targets.
10+ enemies to choose from and they will consistently pick the guy with blue glow.
“I just shoot what i see.”
High priority targets such as bombers, trappers and snipers which can hide faraway should be a competition to delete as fast as possible, and I’m never sad to see other players murder bulwarks, so I don’t have to fight them, depends on which loadout I’m currently using though.
I got to agree that this is really minor issue at best. I personally cannot recall a scenario where missing a kill made some sort of an massive difference in a fight because certain buff did not activate or something.
And when it comes to “stealing” kills for sake of stats or some other stupid reason related, just plz do yourself a favour and stop using scoreboard for that.